#animation
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i did thanks :D
Very cool!
i'm trying to make a 3D rainworld thing
I'll play it.
i made some of the other creatures too
i'd have to ask the devs if they're okay with me handing it out (if i ever complete it) cause it has the game sounds and stuff
its mainly a learning thing for me
but it'd be cool to have a little 3D rainworld where you can run around and survive
i've never made a game before so i'm not sure how far this will go haha
Yeah rain world does use some procedural magic in their animation system, it's great
Good luck! Control Rig is the right tool for that
thanks
i'll have to use the spider tutorial for the dropwig...
and somehow get it to stick to walls
I definitely feel like 'proceduralness' is a slider rather than a switch.
i know its gonna take a lot of work
Kind of? I think think a better term for it would be 'environmentally reactive characters'. Because they chose the pace at which rain slug walked, the arc of the jump on the lizard critters. They chose those things, those are authored.
So... kind of.
Oh, so there's an entire rabbit hole of proceduralness that you can go waaaay down into huh
Ish? It's more that most games are in those waters already. A game that controls the upper body of their character to point a gun to follow the mouse - that's procedural. It's a spectrum. Rain World is highly reactive, but the fact that you authored something with float values and sine waves rather than animation sequences seems, to me, to be a difference of scale, not a difference of type.
But this is both pedantic and silly, so I'll stop.
a new problem x")
now i have to rotate the hips in place somehow
following this tutorial:
https://youtu.be/y2WzNvJZk0E?si=fgzDg7abR6oKenEr&t=622
Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...
the nodes are a bit different too
i'm using latest unreal
I think 5.4.1
now i've somehow accidentally hidden the controls :(
i give up for now, its too frustrating :/
It's good to take breaks.
this exactly how i find which axis is correct, especially for aims
Oh, 100%, me too.
You can think about it, or you just bang on it with a stick until it works.
There's a hotkey "T" to hide/unhide controls which you may have pressed. I've certainly done this before.
Why "T"? I dont know
anyone know what they mean here by anim slot?
I cant find a way to set it to 1 or 0
They probably mean the Montage slot.
You have a variety of 'slots' for an animated character that you can play montages to.
The montages come through the associated 'Slot' nodes in the animation graph.
(this is not very well surfaced in my opinion)
If you're somehow blending them into the other animations, then they could!
It would be on the blend node, not the slot node, but they are often used in pairs.
hmmm i see
alr so
i found that my montage is going hyper fast, and not transitioning back too well
and sometimes it works sometimes it doesnt
the play rate is also like 0.05
wild stuff
Your 'Default Slot' node there is unplugged.
I'm guessing that's intentional?
If I had to guess, my guess would be - they're using slots for things in the vast nest of their animation BP, and you playing a montage to that slot outside of the framework they've established is likely causing undefined behavior in the graph.
This is why you're seeing bizarre or random-looking effects.
i mean , this is what theyve said i should do lol
Neat!
but yeah really wierd
My character is basically an upper and lower set of animations. Lower half is all the locomotion stuff, upper half is whatever weapon combo the character has equipped.
Right now my upper half applies a dynamic additive to my lower locomotion half. This works fine, but it's very stiff. The upper half does not pick up arm motion from the locomotion. Is there a way to dynamically add arm swing from the lower half into the upper half? I've tried using alpha values but it doesn't have the intended outcome.
I want to play the upper half animation but add just a smidge of the lower half's arm movements
FINALLLY working
all i had to do was delete the curves
im so proud of myself lmao
been at at for 15 hours today
Would it be that you want the lower half applied as a dynamic additive to the upper half instead? And by lower half I imagine you'd apply a full body locomotion animation to another full body idle pose.
Youd need a base idle pose and then all your other weapon poses would be some variation of that. That way your locomotion motion will come through your weapon pose and you can weight the arms less or more as you like.
I do think you'll need to split the arms away from the upper body blend for more control.
IIRC this is how ALS is setup and seems to be the way fortnite approaches held items, based on the GDC deep dive they released.
woo π
Is swapping their order what I need to do to pick up that motion? I can give it a shot.
Yeah, my base layer is full body locomotion. I cache that full body, apply the upper additive, then I blend the additive back onto the full body. I have a number of bone masks I can swap to, one of them is arms-only. I can try that as well.
All my weapon poses are made from the same "brandishing" idle animation. But they're single frame additives and I want to pick up some of the skeletal movement.
Ah yep makes sense!
Yeah I think you wanna apply the additive the other way around. If you do that it means your locomotion is additive to the base pose, so if you have no weapon equipped you will see your locomotion animation as normal. But if you add that dynamic additive motion to a different base pose, you can have different grips and hold poses etc with the locomotion coming through. You'll absolutely need to curate how much the arms are influenced etc
Hurrah!
Okay I think I'm maybe misunderstanding this additive stuff. I'm making a dynamic additive in reverse, then applying the additive to the the upper arm sequencec, then blending the Locomotion back onto it (arm exclusion is all bones except arms)
That looks correct. Although:
-
I think you'd want to make the Base Pose for your MeshSpaceAdditive a dynamic sequence player (like you have at the top there) so you change what you're adding to so you can see a difference.
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The Base Pose for the Dynamic Additive can be one "universal" base pose which you build your other base poses from so you have a foundation for all your additive calcuations.
-
I think you'd want the base pose for the layered blend per bone to be the same pose as your MeshSpaceAdditive base pose so that you can use the layered blend a bit like a Mute.
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Yeah the top is being cached as UpperArmSequence and used in multiple spots.
-
So for a dynamic additive, I thought I was supposed to use the current full body pose, which in this case would be the locomotion layer? I can put the idle animation it was made from in there, but I was under the assumption I didnt need to do that (I also barely understand dynamic additives)
-
I will swap it and try that
The way I like to think about dynamic additives is it's Additive Pose - Base Pose. So if you apply the result of the Dynamic Additive to the same Base pose you will see no difference, but if you took the Base pose and say, raised the arms, to make an Altered Pose and then took that (Additive Pose - Base Pose) and applied it to the Altered Pose you would see the Additive animation, in your case the locomotion, with the arms raised the same amount as in your Altered Pose.
I hope that makes sense, it's certainly confusing to hold in your head.
How can i fix this with the pelvis/hips control? the rotation is wrong now and i'm not sure how to fix it π
Thank you guys!!!!
Holy cow. I have been trying to get this to work for WEEKS. I still don't understand exactly what is going on here, but I was able to get this to work the way I wanted. The additive applies the stance and picks up arm swing. THANK YOU.
I'm going to have to add a method for handling injecting the idle pose, but injecting the idle as the base seemed to do the trick. I did have to add a second blend to add that new motion in...I don't know if this is optimal config, but it works
This is what I have for my character's control rig so far, the legs and the hips, but the pelvis gets rotated 90 degrees and i'm not sure how to fix it.
Ah cool I'm glad it works! π
In my head I think you wouldnt need that second layered blend. You'd want to replace this node with your UpperArmSequence Cache at which point I think you could achieve the same effect with reducing the blend weight on the first layered blend.
But if it's working as you expect then leaving it be is also a very good option haha.
So if I do that, the lower half is just idle, no locomotion. I think that was the first thing I did after I read your message, but I somehow lost locomotion data.
I also have 0 idea what I'm doing lol. Two layered blends shouldn't be too big of an issue, right?
i guess not haha π my guess would be that your layered blend settings are masking out the lower body. Could you share what your layered blend settings look like? I wonder if it's just stomping over your lower body
That first blend is ArmsOnly, which is this:
oh, what if you flipped these?
Any ideas why my Animation wouldn't be playing when I drag it into the scene? 5.3
Its partially playing...
I tried flipped with both the UpperArm and the Idle as the blend pose 0, I get weird behavior on both. One of them is back to static animation with no skeletal additive and the other one is doing something weird with the legs
haha in that case ignore me π the solution that works is the one that works
I mean you helped me navigate this thing, and I've literally been messing with it for weeks (well not just it, but loads of stuff related to animation). I would have been doing this much, much longer without you
I'm glad we could get it working π
If you wanna enable an animation post process bp for SKM_Manny_Simple you need to open Skeletal Mesh and under asset details search for Post Process Anim Blueprint and add one (either a custom one or in this case the default one)
I haven't looked into this stuff myself yet, but there is some documentation and maybe you can find some more tutorials https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimPose/PoseDriverNode/
Does your animation play fully when you open it normally and it is not in the scene?
Plays the Animation Player... Not when the game is playing..
Do you use an Animation Blueprint? Or you wanna call it directly
Are those settings checked?
Yes
Child them in Control rig or in the Skeletal Mesh editor?
you cant change them in skeletal mesh editor
you cant change the locations either like done here
Usually you create them directly in the correct place
and then you cant move them about
Lemme look
Let's see if we enable those if we can do that
Sadly only normal bones but not virtual ones
I have to little time to look if you can reparent them with a control rig setup
Guess you can't not even through control rig
No you have to create them directly how you need them
This βοΈ which ever bone you select when you create them becomes the parent, and you assign a target.
There's a very good reason for this. All skinning is done relative to a particular pose. You're storing offsets of the vertices relative to the pose they were in when you initially bound the model to the skeleton.
So moving them is tricky.
What's it doing instead of working?
There's a couple of ways you could fix this:
- You could make the initial transform of the control identical to the initial transform of the pelvis.
- You could add an offset in the code to correct it.
- You could add an offset null, to hold the correction.
Personally, I would probably use 1, unless there is a really strong compelling reason to do otherwise (like gimbal lock or something).
Not sure if this is programming or animation butβ¦.
I Created a blueprint function in a project of mine to replace the player skeletal mesh during runtime, the issue Iβm having is that when I the mesh changes in the blueprint, the characters pose resets to an A-Pose. I need it to maintain the previous meshβs pose after the change,
Any suggestions on how I can get it to keep the animation pose while changing the mesh?
Copy pose from mesh could help? Would require you to have 2 skelmeshes that you toggle visible at runtime
Instead of switching out completely
hey guys, how do i increment a value (cpp equivalent to +=) in control rig scripting? i have the code in the image connected with the forward solve, but it always only prints the value "1"
I mean are you doing that in a loop? It's a local variable, so as soon as you leave the function it is declared in it will be set back to 0
This works for example.
Note that my TestFloat is not a local variable
π€¦ββοΈ that makes sense π
thank you π
Thanks i'll try that
Several ways
You could interpolate your movement speed with a curve instead of linearly to match the animation
But most of the time you would just add additional transitory animations between walk and run and play around with their playrates in the blendspace
okay i have blend animations let's test them,
is it possible to "layered blend per bone" another montage while one is playing on the loop?
like this won't work
You mean to play two montages at the same time and then layer them?
You'll have to make sure your montage slots are in different slot groups. Slots within the same group cancel each other out.
individual montages are in different groups
but still cancel each other
i mean
different slots
ill try with groups
Has to be groups
π
i don't know what i selected but the blendspace become very slow
animation is fine
only problem in blendspace
Any idea on how to fix this ?
near clip in project settings bruv
near clip plane
vroooooooom
restart engine
brutbrutbruuutttttubrutu
what
I going to have more than 2 different meshes to swap between, only one to another at a time but thereβs going to be several, maybe I can make it work though
00000.000000001 poourcentage clippin
Dude what are you saying
the answer lies deep in my words
we getting close
to what
to the answer to the mystery of broken eyes
when you finished this quest you get 1 gold coin and an apple
Only the animation will change speed if you adjust the rate scale, tell me if it worked
did you fix it
No.
bruh
its not that hard
project setting
near clip plane
0.0000000000001
restart engine
your brain must be powered by sunflower oil
Go Project Settings
Search for Near Clip Plane
then put it 0.00001
then restart Engine
Anyways aswell this is not Animation related.
i think you've lost your marbles, and your solution is not going to solve the problem he needs help with... IE the broken hand that is not socketed correctly to the gun.
the problem he is trying to get you to solve is the gun clipping through the camera/viewport. depicted here in your screenshot.
Could someone please tell me why the anim notify isn't firing? Did I do something wrong?
I think thats easy to fix but what about the hands not holding the gun correctly ?
you need hand ik
and?
there is multiple ways of doing so, 10 that are shit and one i know that works
its a lot of math
What is the one ?
does this actually works ?
not for the hand
for the gun clipping through the camera yes.
0.00001 ?
this number or this 0.0000000000001
it dont matter
it kinda worked, thanks dude and sorry i insulted you
Thanks it worked
i appreciate it
IK finger placement on weapons, yay β
or nay β?
Fingers clipping into the weapon kind of bothers me, but I don't want to statically animate all those finger poses.
But at the same time I feel like doing 10 IK calcs for every character is a bit overkill? Even if it runs on a worker thread
Would appreciate if someone has a better alternative
alternative ? you mean another solution ? i think this decent enough
No I was referring to my own question π
depends on how visible it is to the end user. if its on the far side of the gun and you'll likely hardly ever see it, don't bother, if your trigger finger is glitching through the gun and its constantly on screen i would put in the work.
It's for a 3rd person action game, so I doubt it's really visible unless you go way up close with the camera. It's more of a personal annoyance.
Maybe this is a case for the ol' "Throw it in the backlog and see how you think about it a year from now".
Thanks @old falcon β€οΈ
You're welcome? Not sure for what tho!
ow
in that case i would say look at how much time you might need to do it perfect. now see how well you can make it in about 10% of that, and see if its going to be enough of a problem to warrant actually putting in that much extra time. thats generally my approach to smaller details. in many cases putting in about 10% of the time and work for those sorts of problems takes out the majority of what is easily perceivable. and make a note of further ways to improve it in the future if desired. so if you havent worked on this in months or maybe even years, you can pick it up and work on it in a shorter period of time.
That's a good approach, I'll consider that before diving too deeply into it
Can i do two sockets for one weapon ?
You mean attach your weapon on one hand and then attach the other hand on a different socket?
yes
bc currently only one hand holding the gun
You can with IK, but you wouldn't use 2 SkeletalMesh sockets for that. I recommend 1 SkeletalMesh socket to attach your gun (e.g. on your right hand) and a StaticMesh/SkeletalMesh socket on the gun itself to IK your left hand to
Basically you can use special IK nodes in Animation Blueprint to handle that, or you can use Control Rig. Personally I prefer control rig because it gives you more agency, at the cost of higher complexity though.
There's plenty resources online for IK if you search "ue5 hand IK"
If you have questions or problems feel free to pop in here!
Alright thanks!
it would be nice but it would be delayed actually
you should probally just animate the hands doing so
I've always just had an animator do hand poses. Using finger IK for that is really overkill.
thats the way honestly
That's interesting.
Things I'd check:
-
Are you sure that that animation is playing specifically, sometimes there are copies of the same animation hanging around.
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Does the animation play the notify if I make a new Animation BP?
How would it be delayed?
True, I suppose I'll have to bite that bullet. Problem is I have a lot of different weapons...
You're almost certainly going to need custom reload animations anyway so...
Like...
That is the cost of variety!
you cant calculate the offset here, its a dynamic socket since we are trying to get that fed in to control rig
I'm trying to avoid having to do that precisely by using IK to kind of "smear the lines" where the animations don't fit 100% π
(alternatively, you can use a weapon bone and two ik hand bones, and then ik to those - this is generally a less expensive way to do a lot of things with traditional gun animation systems)
I'm sorry to say, but that is extremely unlikely to look good.
I don't know the level of quality you're aiming for, but generally speaking - you need custom reloads.
You can get away with a lot, but those tend to be extremely specific and identifiable actions.
They're also pretty quick - they don't tend to be a ton of work.
i would love to see this work though
Not sure I follow!
Relatively low quality π
Just looking for ways to save animation work, since I'm not an animator
Took me a while to understand what this meant, but this is exactly what I'm doing. I have a Prop bone parented to my chest that I animate in world space using CR. Then the hands just get IK'd to two sockets on the weapon's mesh.
On this topic of many weapons. I've yet to be able to work out a system where different characters can all hold the same weapons cleanly. Maybe it is because the hands aren't all the same size. I have 6 characters, of different genders. Maybe I just need to bite the bullet (heh) and have a male hand pose and a female hand pose. Then make sure all characters adhere to that hand size.
That's not even counting the character size differences π (luckily I don't really have that, but a future character might!)
Yeah that's another thing I've been meaning to mend by using IK a lot. My current setup works well for hand/wrist placements for any character and any weapon/prop, but I realize it's too much to also include the fingers the same way.
If I find a decent solution for the fingers I'll post it here for feedback :p
@potent fern @plucky fjord By the way, if you're still looking for a way to replicate the trajectory, I've published a marketplace plugin that extends the default trajectory component to properly replicate across the server!
https://www.unrealengine.com/marketplace/product/replicated-character-trajectory-component
It works by fixing the calculations at their core on the client, rather than replicating the trajectory itself across the server. Ultimately, this results in lower network load and much more responsive trajectory on all clients, as opposed to a solution where you replicate the entire trajectory.
hello, i'm making a first person game that has no character
you can still hold various weapons (a bit like minecraft, where theyre just floating), and i was wondering how i would tackle animating them
for example, let's say there is a sword and a bow the player can use
what would be a good solution to developing a system that is able to animate both without creating a mess?
i'm not sure how to use skeletal meshes in this case since theyre single items that need to be animated around a nonexistent character
i did try in the past, making animations in blender and importing them but it was a mess getting them working
the animations had to be already offset in blender and even getting them to work in unreal was weird
im fine with animating with timelines, it would be more than fine for my scope
but i''d like to know if anyone knows of a better, perhaps more efficient or organized solution
Use a skeletal mesh without a mesh?
hm? what do you mean?
Just have a single vertex assigned to a full skeleton. You'll have the full power of a skeletal mesh without anything being visible
anyone here a teacher?
You can have nothing but weapon bones in your skeleton too!
Then just attach your weapons to sockets on the skeleton and animate away
oh! so like animating a character's arms without anything being visible?
Yep!
Yeah, I haven't been able to get it working correctly yet. So I'm probably just going to cry in my sleep and do it the more laborious way. Revert to monke.
What kinds of things did you try?
Thanks I think i fixed it with option 1!
Woo!
You don't necessarily need to have arms but having a very simple skeleton with a few bones in it for different objects is probably doable. In unreal, you always need a mesh attached to a skeletal mesh, but you can put in a box or something, and then turn the visibility off.
Ah nice one! I'll give it a try and let you know.
Thanks!
Hey folks, I'm having trouble with getting my ABPs to work with AI Behavior Trees. I have an AI tree that chases the player, that works fine. I have an ABP that when it's controlled by a player controller, works fine.
But together, the animations don't play, the character stays in idle pose while skating along and snap-rotating.
Not sure if this belongs here or #gameplay-ai but it's weird that an ABP would require knowledge of the player controller, or any controller
Yeah same, it's kind of a both situation
the ai works fine, so I figured it's in animation since the only issue is the animation
If you post screenshots I'm sure we can help
Like if you have a state machine that would be good to see
The slug is my own ABP , I put manny in also so that I could be sure it wasn't something inherently wrong with how I made mine
Oh, using the same one then!
Well, manny is also having the issue, so if I fix him working in this, I figure I can fix the other ones we have made aha
Uh, what does the BTT chase player do?
Just updates the walk speed.
And that walk speed then feeds into what? CharacterMovementComponent?
Correct!
Hm, I'd assume manny fetches exactly that in the ABP
Same π
Can you check in the ABP's update function?
I think someone had a similar problem to this recently. There's a setting somewhere called 'Update Along Spline' or something.
Without it, I don't think AI's calculate their velocities.
Hmmmm taking a look! (to both)
What an awkward thing to have a setting for
Curiously, PawnMovementComponent functions without it
Gah, I can't remember the actual name of the parameter.
Sorry.
You're using Manny's animation BP, right?
This forum post might be useful.
I didn't ask - but have you tried just plugging a run animation directly into the output node of the animation BP?
If that works, then the problem is internal to the animbp, rather than external (the AnimBP itself is not being told to play)
Is it possible to advance an animation that is currently played in ABP state machine (not a montage so no jump to section i guess) to some specific time or even better - to some specific anim notify state? I need to advance my attack animation which has 3 anim notify states set up in anim sequences (wind up, release, recover) to recover state in case of the attack was blocked.
inb4 split anim sequence into 3 sub sequences, use anim montages - I know all of these, but currently I'm looking for a solution specific to anim sequences in ABP state machine graph
You can specify a start time with a float value.
Sorry getting behind while I try to check things haha. Yes this is manny's animation BP, I can check "IsMoving" and he does a run although in play preview he's still standing still even after compiling
And you could trigger the state changes using the notifies.
yeah but will it work if the animation is already playing?
When you say 'he does a run' do you mean 'He runs because I plugged a running animation directly into the main pose output forcing him to do nothing but run. Then when I tested it in game, with the AI, the character animated confirming that problem was inside the graph?"
can you elaborate on this one please? didn't really get what do you suggest
Notifies give you events, you could use the events to modify state in your animation BP to cause a state machine to change.
It's inefficient and cludgy compared to the montage method, which is much better, but it is hypothetically possible.
Sorry, clarification: If I plug in directly walk/run as the only acceptable pose, he is walk/running (including when not moving) in game.
well, in my case the situation when I need to advance the animation is not triggered by a notify within an animation, but by a gameplay event when weapons collide with each other
Cool! So you've confirmed the problem isn't with the AI, the problem is with the Animation BP. This gives you the place to look to solve the problem.
Sure, you could use that too.
If you need to move the animation forward (I definitely do not suggest this as a method, there are many better ways) one could, hypothetically control the current playback position with a float value as well, that you accumulate time to using deltatime.
What's stopping you from playing a montage when that event happens?
Yeah, this hypothetical is weird. Unreal has a solution to this. It's montages.
the fact that i want a specific recover animation to play which is already a part of the played animation when such situations occur
sounds tricky, i guess i'd have to look for some other way. thanks anyway
I mean - it would do what you want.
It's not tricky.
Just cludgy as heck.
So I'm trying to create an IK rig and I tried a few different goal solutions, seems like the Auto Create IK works fine for everything except foot movement. Any clue why my character's knee and bottom leg is shifting entirely to the right when my foot goes up? I'm pretty confused about this result
You could put that recovery into a separate montage too. Not trying to be annoying, just genuinely curious
That is really weird.
Ah, okay. So, we're getting somewhere with this! (Sorry it took me so long to try it specifically, went down a false rabbithole).
This DOES work to get him walking, but the turning spline stuff for nice rotation does not happen, he snaps hard.
Also, montages can have multiple tracks, that you can access individually.
the problem with this approach is i'd have to accumulate somewhere animation playtime AND somehow mark the timing of the recovery phase manually for each attack animation and I have quite a few of them
before I had separate limb solvers and the full body ik, that worked, but i tried jsut the full body ik and got this
also
it's very fucking annoying ctrl z undos your editor action rather than movement action
So this means movement component get current acceleration is returning false
yeah, it's just that I'm very stubborn and I'm building my combat system montage-free, all in anim state graph with anim sequences with marked anim notify states for attack phases and combo windows
That seems like a problem.
All of which are solved by montages :/
That seems like buying a lot of pain for no reason, but you do you.
I mean if you have a good reason, sure! I like to roll my own stuff too
But that really does seem painful
Especially considering the engine kind of expects you to use them in several places
when I started building this system I really liked the idea that I could layout complex combinations with different conditions in a fancy ABP graph UI instead of having some enormous data asset with mapping which attack can follow which based on various conditions
Ohhh, the setting you were thinking of is "Nav Movement -> Use Acceleration For Paths" btw (In the CMC), enabling that makes acceleration no longer false, and thus trigger the animations properly too for how fast it's going.
Unfortunatley doesn't seem to solve the rotation stuff yet, but hey we're moving along
It's hypothetically doable. You just need to chop your animations really fine, and use a lot of state to track what is happening.
There we go! I knew it was something like that!
Okay so I have a somewhat new issue that's been existing but I haven't got around to really solving it. As you might notice, when I move parts of my character the pants and shirts sort of ignore some of the skin collisions? What do I need to configure for my character's skin/mesh so the three separate materials collide with each other? i.e., clothing top collides with skin and clothing bottom collides with skin too
So... the simple answer to that is 'That is not a thing'. Meshes don't collide. They're mathematical abstractions, not real objects.
So if you don't want his body to clip through his clothes - the traditional method is to create a version of his body with those polygons under his clothes that clip removed.
So like, you'd have a version of his body with just his hands and feet in your case.
so git rid of all his skin besides the feet, hands, and exposed parts?
that doesn't really sound right
That's the traditional way!
Most characters do not have geometry under their clothes.
That's not simulated cloth, right?
seems like that'll make it harder for custom clothes later on
It also saves you polygons.
It does make it more complicated, because often one requires multiple different 'cuts' for the body.
the green top and brown pants are, just set on a really low value
The arms to the wrist, to the elbow, to the shoulder, etc.
And those are often connected to customizable clothing.
Now, there are cloth simulations but you almost certainly do not want to be messing with them right now.
They are not the simple solution.
The correct thing to do, it do the cuts.
I'm not sure how to handle physics cloth then. Won't the cloth just drop through the body if there are no verts? Never worked with it before
Physics cloth, in unreal, with only one complicated exception, do not collide with meshes.
They collide with physics capsules in the physics asset.
Oooh
To collide with an actual mesh is vastly more computationally expensive.
I think the more traditional way is to create different LODs of the skin anyways, not delete the entire unexposed parts
I'm not trying to be hostile, sorry. You can do what you want. Have fun.
Wow alright
Wouldn't LODs still clip?
They would.
Well yeah, but dependeing on the LOD resolution and detail it should be less so as players are further away, but you can still gradually simulate more of the physics as the players get closer. Like "adding" more skin vertices for better cloth physics
Which will all continue clipping at every LOD, no?
Don't see a solution to the clipping there tbh
That's why I'm asking specifically about skin collision so the cloth doesn't clip through and stays on top
That's... there are cloth simulations, but they are neither automatic, free, easy to implement, or designed to do what you are talking about.
PhysicsAsset came up, no? Instead of skin mesh, use that
yeah that's what I'm looking at now
collision bodies for the skin, then apply that to the mesh
augggh i did it, okay, for posterity, this is a balance between a few things.
- On the Character blueprint, in Pawn Settings, Use Controller Rotation Yaw must be disabled unlike when you are actually controlling it with a controller. So if you want a version you can possess, this will have to change between possessions and ai BTTs controlling it.
- On the Character blueprint, in the Character Movement Component settings,
Orient Rotation to Movement must be unchecked,
Use Controller Desired Rotation must be checked,
Use Acceleration for Paths must be checked
the Z Rotation Rate to be within a tolerance specific to your animation, for manny, I found 200 to be alright. Too low, he won't trigger the rotate animation, too fast, he'll snap to.
Why is a guess from me, but the Ai BTTask MoveTo and Rotation both appear to give no velocity or rotation data to the CMC for whatever reason.
Manny by default has almost all of those listed settings not capable of using this, btw, since these settings essentially disable the way that an input controller would feed it data.
Ahhh!
I mean - good data, but yikes.
so I'm trying to follow this tutorial (it's french but subtitles are english)
https://youtu.be/MgujyPVJfL0?si=NCrtD0PXiaM4cVS9&t=1111
but i have a problem, the video is 3 years old and the nodes are different. I tried to find the right nodes but I keep getting an error with the "at index" in the array
"Array Index Out of Bounds (count 2)"
What am I doing wrong or does this just not work right anymore??? (disconnected the nodes because it causes my spine controls to irreversibly bug out of position)
Tout savoir sur Control Rig pour crΓ©er 1 animation du mannequin et de tes propres personnages directement sur Unreal Engine 4.
π₯ Ma Formation pour ππ²ππ²π»πΆπΏ ππππΌπ»πΌπΊπ² πππΏ π¨ππ± est dispo : https://bit.ly/creajv-pro-details
πCHAPITRESπ
00:00 Control Rig UE4, c'est quoi ?
00:45 Comment fonctionne Control Rig?
01:40 Activation du plugin Control Rig
02...
Array Index Out Of Bounds means that you're trying to pull an item out of an array that is too small for the index you're asking for.
So you're list has five things in it, and you're asking "Please give me the sixth thing."
That's what it means.
oh... hmm
In your case, you're using two arrays.
how come he didn't get the same error?
You're looping through the array you 'Made' with 'Make Array' but you're getting from the Children array.
So my guess is, there are fewer children then there are in the array you made with 'Make Array'.
uhh hmmm
You generally speaking want to loop and get from the same array.
oh?
Or you want some other kind of association structure.
how would i get the controls though?
one array is for the bones and the other for the controls
Right now you have a dynamic array, the 'children', and a static array the one you made.
You could get the bone by name. You could associate them using metadata, if you're generating the controls in the On Construct event.
could i do a similar thing to getting the bones but with the controls instead? They're not going to change so it wouldn't need to be dynamic?
or would it mess up when i finally add the arms?
That would work too!
nice! I think i'll do that
weird... not sure if i should even do this because it makes the controls non-movable π
and its still bugging out
I think you'd usually do it backwards.
So the controls should move the bones, not the other way around.

WAIT NO IT'S BUGGING OUT AGAIN π
it keeps changing
like messing up different parts of the body
being chaotic
I think i should just not do this part of the tutorial x"D
first it messed up the legs then i tried to compile again then it looked like above
without me changing anything
so its bugging out too much to do it
That sounds like something that might be a cycle.
So something might be feeding into itself somehow.
i'm not even sure what the guy was trying to do now
or if it was nessecary to do it this way
if the controls are already parented to themselves doesn't that make this redundent? and maybe also the cause of the weird bug?
guess i'm using these again xD
"traditional way" is a bit of a weird way to think about it, but for the games i've worked on we do actually end up deleting entire unexposed parts of the meshes. squishy is right where it's way more expensive to have to run cloth sim on the entire shirt and pants mesh like you have in your screenshot - we cut meshes that are hidden and only simulate cloth on certain parts of clothing, like drapey capes or the very bottom of jackets/shirts/pants
when it comes to LODs, at the point where we have to LOD down we usually also turn off the cloth sim because it's expensive
that makes more sense rather than deleting the entire unexposed skin mesh, which is what they said originally
no that's what i mean, you end up deleting as much of the unexposed skin mesh as possible
βοΈ this
this is what we have for one of our characters, and the only part that is cloth simmed is the bottom of her jacket
saves you poly's + saves you work when skinning/weight painting to avoid clipping.
if you cant see the poly's consider deleting them
does anyone know of a good pipeline for managing animation branches?
holding down the same attack button in a game has 3 possible animation outcomes, i want to be able to edit 1 and see the change in 3 as well
not particularly unreal related, working in blender for ue
this is quite tricky - have you used animation layers in sequencer for ue? you could export animations into unreal and do tweaks in there?
not really an ideal way of editing though π€
Right now natively in the engine I think there really is only Montages & Notifies/NotifyStates. The actual logic would need to be implement by you afaik
Unless you're doing it all in one big anim state machine
Which can be tricky
You can check out some of the plugins on the marketplace to get inspiration for this
oh so i have the unreal part figured out, wait for input release, jump to montage, and notifies are enough
i meant more in blender or maya, if anyone has any ideas or past experience managing thus scenario
Oh ok, sorry about that. I need to get some sleep
Big long timeline in maya π
i'm not super experienced with the NLA editor but this addon could help as well https://blendermarket.com/products/animation-layers
my workflow is in motionbuilder and i would put everything into a story mode take to view each animation and the transitions
ill def check out this addon!
Yes βοΈ this makes the NLA editor much easier to manage.
When I've done attack sequences in Maya I animated the attack in sequence, each one back to back, even if there are holds and early outs etc. I would then copy the animation from the attack and move it to another section of the timeline from which I would build the return to Idle or the hold etc. I did this so my attack flowed nicely as a chain of animations and any breaks are additional. And since it's one timeline I can easily use the game exporter to export all my sequences (we have a handy tool now that does that and also turns layers on and off per export, very useful).
If I were doing this now I would probably use layers in Blender for the holds etc, and the NLA editor makes it easy to export the assets per NLA track.
I dont know if there's a way that you can have the changes propagate like you mentioned, unless you can copy an NLA track like it's a data block so it will update all of the instances if you make changes to one (AFAIK the animation data blocks are changing siginificantly in future updates).
When you say 'edit 1 and see the change in 3', you're talking about the linking poses, right?
This is one of those things that I used an adjustment blend for, but I never really managed to fully automate it. It always required an animator to use it.
is that a 3D slugcat
not exactly that, currently i have 3 actions
action 1, action 2, action 3
and i have them set up in the NLA with 2 on top of 1, 3 on top of 2
then if i want to work on 1, i hide the rest
enable 2 to override the sections so the animation becomes
startup1, hold1, hold2, release2
so im wondering if thered any known workflow for animation these branched animation paths
copy and pasting the frames seems to be the way. i tried to make a tool, but ultimately having the freedom to move stuff manually, while not without risk, is probably best
my only fear is that changes in one place now need to be copied over every time. ill investigate and brainstorm a little morr
yeah tbh that was just part of managing the scene, at least for me, when working on those assets
yeah i see. thanks for being so insightful!
np π if you come up with some cool new way of doing it please let me know π I fear I will become stuck in my ways
yes :D
nice lol
are you doing procedural animation like in the original game?
gonna try to lol
very cool
i've never made a game before but this is fun (kinda)
im sure you'll learn in no time
i made other models too like the scavengers and the dropwig
not sure how i will make dropwig run on walls lol
heh, good luck with that
Trying this again... My UE5 animation will not play when dragged into the editor. Only the head is animating?
are you using metahuman?
Hard to debug without a bit more context.
Could you share a recording of what it looks like in the Sequence view and what it looks like in editor?
Ya, just a second...
Are you just dragging the sequence itself into the map?
Posted...
Well, you've definitely got some kind of retargetting artifact going on with the root, independent of the playback issue. Your character should not be embedded in the plane of the preview window.
What happens if you show bones?
(type 'ShowDebug Bones' in the command line while playing in the editor)
It'll be interesting to see if the bones are moving and the mesh is static, or if the bones are also static.
I adjusted all the IK's and the Root down so the feet would touch the ground while animating. Before they were about 30 in the air.
That seems likely to cause problems in the future.
Did the same with the Jog, but it works.
I think you would have been better off moving the character's pelvis up rather than moving the character down into the floor.
I expect that to cause various shenanigans.
When I play the Animation in the Retargeter, the Character is on the Ground?
Is it?
Here its in the Ground.
OK, sure, but this is a toy scenario - and the like future shenanigans for having a negative value on the root's position are unrelated.
You're likely to have two problems.
Or more.
I would expect more.
How did the showing the bones thing work?
Retargeter?
OK, but that's in the retargeter.
Retargeter...
What about the level?
One sec..
The retargeter definitely shows a problem. Your root isn't retargeting properly.
How do I show bones?
Hit the tild button while the game is playing. It should bring up a console.
Type 'ShowDebug Bones' into that console.
Not working? Comand isn't working?
That's interesting.
I don't know if that's the correct console.
One moment.
What about an animation blueprint?
Also - where you did you get your mesh from?
Does the animation play correctly in an animation blueprint?
I not using ABP.
OK, what about trying that as a test? The results might be interesting.
CC4
Haven't heard of CC4. What's that?
Character Creator 4
Yeah, haven't heard of that one.
Similar to the UE one...
Is it good?
Looks like a retarget settings issue to me
Why is it working on the player?
Yeah, that's my guess too.
I haven't used the retargetter much, which I'm realizing is a big gap in my knowledge.
Let me try ABP...
At this point, we don't know what's going on. Your result appears irrational - if a skeleton can play an animation in the animation player, it usually can do that at runtime too.
So, right now, we're just asking relatively random questions, to poke at the situation to see if anything interesting falls out.
Because, on it's face, your problem appears to be without cause.
Doesn't show in the BP Preview Window at All... But the Jog works fine...
As I suspected, you were typing in the wrong console my friend.
You need to run the game in the editor first.
Then hit tild.
Also, apparently, UE5 changed the name.
It's now 'showflag.bones 1'
Or 'showflag.bones 0' to turn it off.
So the character vanishes if you plug that animation in the animation BP's output node?
That's an odd result!
even with out the IK retargeter, you should be able to get the character animated with their feet on the ground, I think Animaiton Scaled or Orient and Scale is the required setting for the pelvis
OK, well - that's interesting. Look like the problem is animation related, and not a mesh problem.
So that's one area of exploration curtailed.
That seems familiar.
Could you show a screenshot of what your animation BP looked like without the character present due to the animation being plugged into the output node?
Huh. OK.
Well I suspect that animation is super broken.
Not sure how. Not sure why.
I recommend deleting it, and retargetting it again.
Ideally following battz notes from above.
"I think Animaiton Scaled or Orient and Scale is the required setting for the pelvis"
Notice how the source isn't on the ground...
Interesting. Does the root have a translation offset when you look at it?
That animation also looks a little weird. IK's all over the place. The guns shot off into space.
I think its just for the Target.
i've certainly seen animation sequences floating in editor before, and I wouldnt put too much stock in that being the issue. Because, the floor tries to offset itself in the viewport to avoid clipping. Notice how the floor is actually aligned to the other character's feet
in the scene setup menu there are floor settings
That's because I adjusted the Root and IK's for the Target.
Right. But what i mean is, the source anim isnt floating off the ground. I expect if you look at that asset in isolation it will be aligned with, if not much closer to the ground.
I also suspect that that is not the source animation. That it's already been retargeted from somewhere.
I do sometimes wonder how aware people are that animations are copyrighted.
Like - you can't just use them.
You can get in trouble for using animations you don't own.
That Belica for UE.
There was a dark souls-like that came out recently who used animations they bought in good faith - but they turned out to be ripped from other games.
Like - the people who made the animation pack were the crooked ones.
Got them in a heap of trouble though.
Oh yeah I remember that
It's Epic Free Collection...
Good to know.
Found a few mapping issues... Trying again..
Bleak Faith! That was the name.
Ah yep, it's still up on steam so I suppose those troubles are behind them π€·
They replaced them, but it certainly wrecked their reputation and their search results.
@viscid willow "I think Animaiton Scaled or Orient and Scale is the required setting for the pelvis"
Can you set this in UE5.3?
Here is my mapping:
The setting I'm describing isnt an IK retargeter setting: https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-retargeting-in-unreal-engine#howdoesretargetingwork?
There are no IK's in the Source... Does that matter?
Here's the same problem from June 2021:
https://forums.unrealengine.com/t/animation-only-affecting-head/485488
Is there a way to make for example I want to make a new animation starting at the idle animation pose how could I do that?
I can't even seem to get the idle anim to play in the sequencer
Well, you'd probably do something like this:
- load the animation that has the idle pose you'd like to start with into the sequencer
- bake the animation onto the control rig
- use the 'control rig poses tool' (https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-editor-mode-in-unreal-engine?application_version=5.0#posestool) to store the pose on the control rig
- create a new sequence
- use the pose tool to paste the pose onto the track
- animate from there using the control rig
thank you, how do you bake the animation onto the rig
I've added the animation to the sequence but it doesnt play. Sorry I havent done much with sequencer. I've made a driving pose thats about it
Well, first you have get the animation onto the character. The way I've done it is:
- drag the character mesh into the scene
- click the 'track' button, then 'actor to sequences', then selection your animation
That should get your character into the sequence, and animating.
When you do that, what happens?
Well, I see a control rig.
I wouldn't see that using my method.
Not at that point.
Because I drag the skeletal mesh into the scene.
Not the control rig.
okay
I wouldn't be surprised if there were a way of extracting poses from a pose asset into the control rig - but if there is... I don't know it.
okay so how do I bake it
I don't have unreal open, but right now, you can see the character, they are animating as desired, they do not have the control rig visible - right?
yes, well I have a control rig in the scene but not using for the sequence
OK, you click on the +Track button on the existing animation track and then click 'Control Rig' and then choose the control rig you'd like to use.
That should do it.
Looks correct to me!
body
I'm not 100% sure that's the correct one.
I think that might be one used for animation dynamics.
wouldnt that be the procedural one
Entirely possible.
Again - don't have the editor open.
But my suggestion would be - try other control rigs!
the procedural one it plays again but theres no controls
That also makes sense. The procedural one is reading from the skeleton.
Not useful for you though.
But it does tell us that Body was probably the wrong one.
If I remember correctly, I think it was just CR_Mannequin
No addendum.
that doesn't exist
All right. I must have remembered wrong.
OK, well I loaded up the engine and I guess it is body.
One sec.
It could be, but I'm also experiencing a similar issue. One moment.
I see the option to bake to control rig. was that the next step?
Yeah, OK. That's just me being dumb.
You don't use the "Track +" button to add a control rig track.
You do that if you want to make a new animation.
You use 'Bake to Control Rig'.
Then it will pop up a window with baking options (the defaults should be fine) then it should work.
I believe if you keep it in, it will not work.
But I haven't tested that.
If you do, let me know.
Success!
That's not what I suggested. You could do that, but I would use the pose system.
I haven't much experience with it, so I'm going to have to let you google that to figure out how to do it.
If you can't get the pose system to work, your idea of the deleting the keys would also let you get started.
i deleted the keys and it became enabled so I think ill figure it
out
you have to select each individual key i suppose
That seems extremely slow and unlikely to be true.
I mean instead of selecting the cr in list you select the keys. I dont literally mean selecting them one by one lol
I've discovered the the Paragon Belica Idle Animation is NOT working in my project with the source Mesh... I'm going to create another project to test...
No, not working... And this animation is the only one that's a different color below... What does that mean?
its an aim offset?
Meaning?
You're talking about "Idle", right?
Hey folks, anyone knows how to deal with skeleton modularity? That is, let's say mannequin will have two skins, for one it will have holster on one side, for the other it will have holster on the other, for third there will be no holster at all. They all are supposed to be based on one skeleton.
thats just the background tho. hows it broken?
Well, that animation doesn't seem to be working on a stock project.
Clearly, the wrong pose... I must be missing something...
Here the in-game version:
FYI... I thumbnail color changes if its in use... lol
Maybe, its the wrong idle animation... Going to bed.. Please ping me if you reply... Thanks... π
It looks like there's a foot ik. I'd look how their anim bp is setup
and the control rig
or something
The T-Pose version is suppose to be an idle...
ohh okay
MAybe I have this wrong... Time to sleep... I give up for tonight... π
Update: I used the wrong Animation, it should have been "Idle - Relaxed"... Not "Idle"... Two nights+ wasted... Now I'm going to bed... π’
If you're intending to make a modular character then ideally you would have a single base skeleton yes and then your skins/modules are different skeletal meshes which adhere to that same skeleton definition. You can adjust proportions (within reason) and add new bones so long as you dont insert bones into the original hierarchy, so you couldn't go in and add extra spine bones for example.
New bones are typically referred to as leaf bones because you're adding them like a leaf would attach to a twig, the branches dont change but the leaves can come and go.
This video has a bit of insight into the way fortnite handles modular characters:
https://youtu.be/Zwc9uuOYfFg?si=bbDD4kD7mQqCk0do
Epic Games' Animation Programmer Jurre de Baare recaps all of the animation features built for Unreal Engine over the past year, including those created for Fortnite that have made their way back into the tools. In this presentation from Unreal Fest Europe 2019, you'll learn how new features and upgrades have been battle-tested to improve animat...
So that's pretty much the approach I've been following. However, the issue I encountered is it can be very brittle system, often for some reason Unreal would recognize that there's a significant change in the bone hierarchy (which is not really the case) and would require to regenerate the skeleton, which is a whole different can of worms
As a rule, if you're adding bones, you make a new skeleton. Never say yes, if it asks if you want to add new bones to your master skeleton.
That will break lots of things.
Yeah what Squishy said. Typically you should be able to add a skeletal mesh to an existing skeleton without too much hassle. Leaf bones shouldn't be considered changes to the hierarchy, they're additional typically for simulation or clothing etc, perhaps a tail
Does anyone use to set one Sequence Player Acror and change the sequence based on events in any occasion?
That sounds a bit like the inteded use case for Montages.
This sounds interesting. I change the Sequence based on dialogs, for example, and itβs up to the player to choose the dialog line. Would montages help?
Oh boy, yeah.
Btw not in PIE but when the game is built, it crashes when I stop the sequence, change the Sequence in Sequence Player Actor and Play. I tried that in another empty project with no tracks at all and still crashes so that sounds like a bug to me
Anyone experiencing the same with 5.4/5.4.1?
I haven't heard of that particular bug, but it's an unusual use-case you're using level sequences for.
Could be a bug, but I think you should look into Montages for your use case: https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-montage-in-unreal-engine
They're basically a one off, fire and forget animation asset. Rather than swapping out the sequence for the sequence player, just play a montage, then play a different montage as you need them
I donβt think that covers my scenario. In a dialog you play characters animations, voices sound and animate other things too
Montages are sequences on steroids. You can do anything sequences can and more
It depends on if this is a fully one-off cinematic - or if it's a conversation system.
Like in an RPG.
A one-off cinematic is probably best implemented as a level sequence.
A conversation system should probably be a combination of a state machine and montages.
Iβm thankful for the effort but I donβt see it: are we talking about Animation Montage? Because I donβt see how you can add tracks to animate more characters at the same time with audio, cameras and so on..
Just wanted to follow up to show a quick setup I made to take the Third Person Mannequin anims and make a dynamic additive, then apply a new pose which raises the arms. In case it's useful.
It's not clear exactly where your aiming elettro.
Because in a one-off cinematic - you probably wouldn't be swapping sequences out.
They'd all just be one sequence.
I think Iβm misleading you. Iβll take the montage suggestion in mind but, as of now:
Is anyone experiencing crashes in my scenario in a built game?
I know I'm not, but we're having trouble understanding your scenario because it's so odd.
It seems like you're doing something very strange, possibly something the engine wasn't designed for, which is why we're trying to understand what you're doing and why.
How are you doing that with sequences then?
Rather than just saying "Nope, never experienced that!" And shrugging.
If you had ever, in UE5.4, done a thing like I did and you experienced no crash itβs apparently not a bug but something related to my setup. Although itβs strange because I tried on different computers and had the same result
Sorry. I don't have enough experience with that system to tell you if it's a new bug.
If you share your code, and provide reproduction steps, it might be possible to debug it.
Thanks
There's more people than I thought that just have their own unique way but expect straightforward answers huh
I fought the engine a lot, too, when I started. It really doesn't do you any favors
Still: if anyone is using 5.4.1 and have a minute to spare to check if changing the Level Sequence to a Level Sequence Actor at runtime make the game (not PIE) crash it would be appreciated
Just to clarify, when you say Control Rig, you mean using the Sequencer to animate right?
Like this:
Yep!
Kind of a tough question here:
I have an UpperBody animation montage that I LBPB onto some combat pose. However, that animation has some undesired head pose that I want to remove in favor of the combat base pose for the head.
I see 2 ways to solve this:
- Create another LBPB layer e.g. "TorsoAndArms" and play the montage on that. Would work, kinda worried this might explode into all possible combinations of body parts as slots.
- Create a "Head" LBPB layer and explicitly tell the anim montage to play a different pose on the head. This however makes it so that the montage now makes assumptions about the underlying pose and likely won't be used for any other cases.
Any better suggestions? Or thoughts on these two approaches?
Blend per Bone?
Both solutions are LBPB yes, just wondering which one would be better. Or if there is another way
Is it possible to trigger a event from an Animation Blueprint Transition?
Yes!
How do i get ther, i just dont see it?
oh its in the graph, i see
I guess i often confuse Events and Functions.
Where do i create the Event?
I know how to create functions but not Events.
Here you can see i created a function, but ofc i cant use it as event, my bad...
I finally did it.
Thanks for the push in the right direction π
running into a crushing issue at the moment. I see someone else on the forums ran into the same issue, but the listed fix doesn't work. After retargeting an animation to my imported skeleton (I tried a mixamo skeleton and an epic ue4 skeleton), I go to the newly created animation and open it. UE5 crashed immediately.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
Array index out of bounds: 40 into an array of size 40
UnrealEditor_DetailCustomizations
UnrealEditor_DetailCustomizations
UnrealEditor_DetailCustomizations
UnrealEditor_PropertyEditor
UnrealEditor_KismetWidgets
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor_SlateCore
UnrealEditor_Slate
UnrealEditor
kernel32
ntdll
Tired in a different project as well and uninstalled all plugins
When animating first person camera movements, is it common practice that you make these animations at the same time as the character animations(melee swing) and just treat the camera as an additional bone basically?
Or should you have them seperated and then blend them somehow?
Update to the crash above: it only seems to happen when retargeting from the ue4 mannequin. I tried a retarget from a ue5 mannequin (a lyra animation) and I have no issues opening the newly created animation.
Yeah, attaching a camera to the character mesh in a first person game is pretty common.
and then just animate it at the same time as I do the animation for the arms?
If it's an animation that needs camera movement, yeah.
I strongly recommend keeping that kind of movement rare.
It makes some people ferociously nauseous.
This is indeed useful, thank you! You're doing this with no layered blends, eh? I need to give this a shot
Is it a bug? When using montage play, the returned length doesn't take the play rate into account. So I tried to get the play rate to multiply but it is always 1!
Ok using "Duration" instead of "Montage Length" gave the actual time. But I still don't get why play rate is not synced with the ABP...
It's because you might want to get the absolute length of the montage rather than the time modified length.
Being able to get both could be useful.
Thank you for the help π
I might make some kind of toggle for it in the settings, good point
It's a good idea! Camera sway while moving too. Having accessibility options to turn that off is really appreciated!
When you say people can be sensitive to camera movement in fpp, do you know if most of those affected by this will feel even the slightest camera movement a little unsettling or is it just mostly the big camera movements that is problematic?
This is definitely something that's on a spectrum. The problem is usually when the visuals of what the person is seeing do not match the sensations of their body. This disconnect is what causes the nausea - it's an anti poison response. The body thinks "Oh no, it looks like I'm moving, but my proprioception says I'm not. I must have swallowed something that is causing me to hallucinate! Better vomit now to get the bad things out!"
So, undirected camera movements that are relatively stable (like, the character standing still and looking around) - those seldom cause much nausea, because the player is stationary.
It's when you start swinging the camera and the character around at the same time that people get real sick.
Okey, these things are good to know.
Hopefully a toggle in settings for the combat related cam movements can be created somehow
Will do
Thanks π
I think there is a bug in 5.4 or can someone explain this. Below is 5.3 vs 5.4 using my reload animation with idle additive. 5.4 adds head movements to the reload+additive that don't exist in the animations automatically in what appears to be based off of spine or neck rotation.
This is pretty game breaking for me unless I can find a workaround.
What's the best way to create animations for your third person character in Unreal Engine 5.4? I keep seeing a lot of level sequencer tutorials, but I thought there was an asset I could create to modify the specific bones and such of a my character's rig with keyframes, then save that as a "animation" asset
That's control rig being used in sequencer, yep!
Whether that's the best way depends on you and your other options
Really? I'm surprised there isn't a separate thing for it, huh
cause I thought the level sequencer was mostly used for cutscenes, that stuff
Like I can't seem to find a way to use my IK rig in the level sequencer
I don't think you can, don't think that's what an IK rig is for either
You'd need to create a control rig. Or you can use a simple FK rig in sequencer too
huh I'm a bit more confused now, because for my modular rig it seems like all the modular components are in the right spot, but when moving say the hand or feet it doesn't change the rest of the body like the IK rig would
Not sure I would expect the rest of the body to move... that would be an awfully long IK chain
well not really
for instance, my ik arms move my body by chaining the Shoulder R as the root, then Hand R has the finish goal. Then I have another solver that moves my shoulders based on my head and spines
etc
it's at most 3 bones
this is my modular rig lol
compared to ik
that's what i mean
Then it's moving the shoulder, not the body, right? But anyways, might be the modular CR is set up wrong or just buggy. There's plenty of people having issues with it atm
Well I did use the forwards solve, but for some reason it kept wanting me to place shoulder modulars at the root of the object
despite the naming convention being correct
also that's confusing, the IK is clearly moving the upper body
there's not a lot of info on modular rigs and ngl it's getting annoying
They're too new, need more time in the oven. Plain CRs work though.
and i just crashed when attempting to change the gizmo controller size
Oh yeah, ill whip up the layered blend bit when I'm back from work.
I'm trying to bake animation to control rig but the option isnt coming up
Your CR needs to have a backwards solve
right i mean i did this last night.
it just wont show the option in the actions section
Huh
last night i just added to manny to the sequencer. Added the animation and in actions bake to control rig
but the option isnt there
nvm its not under action but right clicking the mesh in sequencer
Hi. Was wondering if someone could assist me, please?
I am new to Unreal Engine and all of this - So I'm watching tons of YouTube videos and teaching myself as well.
Today, I downloaded preset characters and movements and spent hours of watching videos.
But I seem to be having an this issue where it seems to be compressing my character. Some movements work fine and some compress the character.
Is this an issue with the character, the movement or am I missing something perhaps?
Does anyone is using animbp template? i want to know if its already stable
it looks like some of the animation clips are set up for a different skeleton. They are different from UE4 to UE5, or could be a scale problem
What would be a good approach for creating a modular human than could be used for a dismemberment system? I can think of a few ways with some potential problems:
-
Using a skeletal mesh component for each body part (all part of the same skeleton), play the same animation for all of these. This would be easy enough to create the dismemberment logic for, but I worry about performance and other complications keeping several skeletal meshes in sync.
-
Using a single skeletal mesh, hiding parts of the mesh based on bone weights or some other method (does metahuman do this?)
Also worried about the seams that would be created between body parts. It's easy enough for a robot like character, but would having seams half way along the arms present problems graphically? Something i'd have to test I guess. Any info on a starting place for this would be great.
It depends on how realistic you want it. Like dismemberment only on death? Or the character can lose limbs and still be alive?
It's workable, but extremely annoying. And some things are just not possible.
See this thread for more info: https://forums.unrealengine.com/t/layered-blend-per-bone-in-a-skeletal-mesh-agnostic-base-animation-blueprint-template/765488
Yeah, I looked into it too. It seems like it's fragile as heck, and there are very few guardrails preventing you from breaking them.
I wouldn't use one.
Seams are usually hidden by clothing, so you can get away with a lot that way. Modular characters already often have segmented characters, so swapping out an arm mesh for a severed arm mesh isn't that much work.
That's really interesting, so you have a skeleton agnostic template, but your layer blends are handled with skeleton specific linked anim layers. Have i got that right?
does anyone know how to rig eyes in unreal? or any material that I can learn from it ?
rig them to do what exactly? Look at a target?
at first i just want to have basic control, like a couple of controls that the eyes aim at.
I think that would be IK controls am i right ?
Mugen's setup is wild. I am impressed but also slightly alarmed.
I expect you'd want to aim your eye bone at a control
Probably not. You're probably looking for an aim constraint.
Living on the edge
And, to improve the effect, you also probably want to use a Pose Driver.
The pose driver can be used to make the rest of the eye react when the eyeball rotates.
It can take some doing, but the effect is usually worth it.
you can manipulate a pose driver with control rig?!
Ah - no. They just asked how to rig them. I assumed they were talking about real time.
So I'd use an animation BP.
If you want to control them in CR, then you could use a post-process animBP to drive the poses.
this is what I'm planning.
I have all the eye "housing" controls on blend shapes
then i want drive it using a post process animBP.
but I suck at rigging
I think you can control blend shapes from within CR.
I can, i did the test and went fine, wrinkles and all the eye candy
Nice.
But thanks, i'll look at the aim constrain
ok! thanks a lot
Oh! Before you go!
yep
If you have both eyes look precisely at the same thing, they tend to go crosseyed.
Usually the way I've set them up is to create a main control, and then one control for each eye as a child of that control.
So if you need to spread the eyes out to prevent them from being crosseyed, you can.
ohh I see. So I can cross them, and then manipulate all together.
Yep.
got it! good call
π
To do that is there some kind of read/write in control rig to drive the blend shapes?
I think there's a 'Set Curve Value' node.
It's a bit... indirect.
Like - morph targets react to curves with the same name.
So when you set the curve value, the mesh picks up on that and reacts.
π
I was kinda hard to figure out how to use it at sequencer, almost no information available.
Getting an error in UE5 about my skeleton having multiple roots? How do I fix this? This is my hierarchy for the skeleton in blender?
I think all your extra bones there, FootIK.L, ElbowPole.L etc you will want to parent under your root bone. Right now they all sit at the same level as the root so they're each probably being interpreted as a root bone
what a brainlet mistake lmaoo, thanks man!
that fixed it

π
The armature node doesn't make it clear ~~pls blender nuke it in the updates π ~~
Can you change your Blendspace Skeleton?
I think blend spaces are skeleton specific. So no I don't think you can once they're created. Unless someone knows otherwise.
Nope!
hey guys, I'm working with the grenade throw animation from mixamo, but it has movement in it (the character walks forward) which I don't want. is there a way I can edit in UE5 to remove the movement?
Ah ok, so I found root motion lock, just need to stop the lower body from animating now!
You could blend the grenade animation in only on the upper body!
Using a node called Layered Blend Per Bone.
yea I've got one in, but its not working for some reason. that's ok, i found a not moving anim
What does it do instead of work?
it was still blending in the legs. I had blend depth set to 6 and it still happened
its all good tho
That... might be the reason.
Blend depth is how many bones it spreads the blend over.
If you want no blend at all, you use 0.
ohhhh interesting!
I'm using an asset cause I hate anims and that's how it came configured
why do my bones look like this?
my bones are moving but the mesh isn't following them
It looks like you have multiple skeletons in there.
One of them is moving, the one that the mesh is skinned too isn't.
this is what it looks like in blender
Yeah, so you can see that you have two separate sets of bones in there.
Where did you get this character from?
ah i see now
ok, I deleted those extra bones
perhaps if I re-import the skeleton it might work?
didn't work
well if anyone has any idea on how to fix my issue, please feel free to educate me!
Sorry, your skeleton is extremely complex looking, it's pretty clear that you also have some kind of control rig built over top of it.
Probably the person you need to ask what is going on is the person you got the model from.
Yes, no other way around it. You cannot reference anything skeleton specific in a template, i.e. 80% of all ABP nodes lol
I have since switched back to plain ABPs. Templates are just not worth the effort
But my setup in those is not any less alarming though, lol
Can you see a use case where they would be useful?
If you never want to link a different ABP into a layer they can be useful. E.g. if you don't use linking at all.
Because then you just link the skeleton specific layers once at runtime and forget they ever existed.
The biggest problem is really that you cannot provide a sensible default implementation for a layer. So as soon as you unlink a layer you are left with nothing until you link again. And as far as I could see there is no easy way to "auto-link" a default ABP if a layer were to be left empty after unlinking.
Or if you have a very complex State Machine that you want to share across skeletons. Then they might be useful, too. But again, as soon as you need skeleton specific nodes that cannot be replaced by variables (e.g. LBPB) you enter a new dimension of inconvenience
Hey guys, I havenβt played with the new skeleton editor yet. Does anyone know if itβs possible to take a skeleton, rig it, and turn that into a skeletal mesh in-editor?
Like for example the UpperBodyBlend layer here. I used to link a default implementation on BeginPlay for this. But nothing is stopping me from accidentally unlinking it and being left with no UpperBodyBlend.
If I wanted to change the UpperBodyBlend temporarily at runtime, and then unlink that change, I'd also be left with an empty layer
The new skeleton editor tools are for adding a skeleton to an already existing StaticMesh.
You'd have to import a static mesh first, then right click on it to convert to SkeletalMesh. Then you can add bones as you see fit
Man, 5.4's new auto-retargeting features so far seem to be an absolute disaster as far as I'm concerned
Sure, sure, this skeleton made in auto-rig pro supposedly matches the fortnite skeleton 100% but then you try to retarget and it's a jittery mess that's halfway through the floor
If Epic allowed us to give those layers a default implementation in the skeleton-specific child ABP of the template then I would 100% use them everywhere
My attempts at wrangling the new 5.4 retargeter has been a massive headache, the auto-retarget without a manual retargeter seemingly looks fine but the result is the model suddenly expanding to a massive size and out of position
And the manual IK retargeter's results are so much worse now
im a beginner at unreal and for some reason, when i press the play button, my characters pose returns to default standing
I think the 5.4 retargeter is bugged when it comes to skeletons created by Auto-Rig Pro, it doesn't seem to size them correctly
from blender? thereβs some funky stuff you have to do to export from blender to unreal iirc
yep βοΈ scale is a very common problem coming from blender to unreal
The thing is, it was working just fine previously, minus having to reduce the scale of the skeletal mesh on import
Scaling it down manually in Blender, from my experience, introduces so many more problems
But now it feels like the new retargeter is being inconsistent on whether it wants to take scale into account or not
We've linked this one previously, but if scale is your problem I'd suggest this video: https://www.youtube.com/watch?v=YbWfoyf4MqI
In this video I will show you how to correctly export a character from Blender to Unreal Engine 5.
Common mistakes include issues with the scale of the root, joint orientations and differences between bones and joints. In this video I will talk about everything you need to know to correctly export rigged characters that follow Unreal Engine sta...
sometimes the scale can be misleading, the model/skel mesh looks correct but the bone scale can be wrong which leads to plenty of issues
The thing is, again, this was not a problem before
interesting, and your root scale has been a cool consistent 1.0?
Same scale as the actual mesh, at least
Does that that mean it's 1.0?
The retargeting has changed, and appears to be more sensitive to certain things. I think it's using limb and stride lengths to improve retargeting results.
So I decided to do a quick re-rig used a re-scaled version of the mesh (with the scale for the meshes applied so the scale is back to 1), with a quick bind without weight adjustments, imported into Unreal, and... WELP turns out the scale of the original mesh was the problem all along
Auto-Rig Pro is normally supposed to handle that problem
Blender and Unreal really disagree about a lot of things, especially scale - so it's almost always worth checking what the scale on the root bone of your skeleton is when you import it.
If only to make sure that Blender hasn't done any 'forgetting about your FBX options' stuff.
Well, Auto-Rig Pro has its own export tool that normally handles that nonsense
It specifically has settings for Unity and Unreal export
But yeah looks like the new retargeting is much more sensitive to that sort of thing
Maybe someone should pin a message to let other folks know to absolutely make sure to scale the mesh properly in Blender, even if using Auto-Rig Pro
was the scale 50 by any chance?
typically I see it as 100 but ive seen a lot of people with a scale of 50 recently
the scale thing comes up every other day on this channel π
More like 10
Again, it looks like it was something Auto-Rig Pro normally smooths over, looks like taking the time to set the scale properly in Blender is absolutely essential now
Which kinda sucks because it's a pain to do
You'd be surprised how easy it is to completely misjudge how large your model is supposed to be while scaling it and you won't know until you've test-exported
Hey, I bought some animations that had a sword in them and it's not adding them, I'm a bit worried on what to do.
Sorry, not quite sure I follow. Is unreal not adding the animations, or are the animations not adding the sword?
Hello, this is my WIP Lego!
Just an FYI, I think the retargeting menu could do with some improvements, I wish I could just select the animation assets I've already selected rather than pick them out from potentially hundreds of others without any folder structure to figure out which is which, especially with some marketplace assets
hey all, need some help as i never used animations really, got a pack and using it wiht synty, but retargetting leaves funny results because the base ue5 mannqeuin has a different tpose, how can I change its A pose to a T pose? Is there a way I can modify the bone?
nvm decided to just delete the pack it came with, was a broken scam pack :)
Unreal isn't adding the sword
OK, so when you say 'it's not adding the sword' do you mean:
- It's adding the sword mesh when I import the animations, but not adding it while playing back the animations.
- It's not adding the sword mesh when I import the animations.
Looks awesome!
Nice job on the mouth swapping!
I'm guessing 1
Why are you guessing?
I'm not very experienced when it comes to this.
OK, well. Animations don't contain meshes, just bones and movement. So an animation is never going to add a sword into a characters hand.
It just allows you to add a sword, and have it animated correctly.
(if it works as advertised, which is only sometimes true)
I would be surprised if an animation pack came with meshes. So the sword is probably not there.
You'll need to make your own!